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Difference between revisions of "Player Proxy"

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(Created page with "== Player Proxy == The Player Proxy is used to apply inputs or gather outputs from players in your map. {| class="wikitable" style="width: 60%;" !'''INPUTS''' |} ;Hurt: Hur...")
 
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The Player Proxy is used to apply inputs or gather outputs from players in your map.
 
The Player Proxy is used to apply inputs or gather outputs from players in your map.
  
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== Inputs ==
 
{| class="wikitable" style="width: 60%;"
 
{| class="wikitable" style="width: 60%;"
!'''INPUTS'''
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!colspan="3"|'''INPUTS'''
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|-
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| ||'''Hurt'''||Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
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|-
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| ||'''Kill Player'''||Kill a player. Expects a player as an activator.
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|-
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| ||'''Set Modifier'''||Apply a modifier, specified in the input's properties, to a player. Expects a player as an activator. ('''Note:''' Changing the player race from Demon to Human while using Set Modifier on player can crash the game. A bug fix is coming in a future update.)
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|-
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| ||'''Give Player Score'''||Give the player the score specified in the input's properties. Expects a player as an activator.
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|-
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| ||'''Revive'''||Revive an incapacitated player. Expects a player as an activator.
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|-
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| ||'''Incapacitate'''||Incapacitate a player. Incapacitated players will die if they are not revived in time. Expects a player as an activator.
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|-
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| ||'''Change Race'''||Transform a player into a human or a demon. Expects a player as an activator.
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|-
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| ||'''Give Health'''||Give the player the amount of health specified in the input's properties. Expects a player as an activator.
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|-
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| ||'''Respawn'''||When the activator is a dead player, this action will respawn them
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|-
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| ||'''Set Point Of Interest'''||Apply a POI icon to the object.
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|-
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| ||'''Clear Points Of Interest'''||Remove any POIs that have been set.
 
|}
 
|}
  
;Hurt: Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
 
;Kill Player: Kill a player. Expects a player as an activator.
 
;Set Modifier: Apply a modifier, specified in the input's properties, to a player. Expects a player as an activator.
 
;Give Player Score: Give the player the score specified in the input's properties. Expects a player as an activator.
 
;Revive: Revive an incapacitated player. Expects a player as an activator.
 
;Incapacitate: Incapacitate a player. Incapacitated players will die if they are not revived in time. Expects a player as an activator.
 
;Change Race: Transform a player into a human or a demon. Expects a player as an activator.
 
;Give Health: Give the player the amount of health specified in the input's properties. Expects a player as an activator.
 
;Respawn: When the activator is a dead player, this action will respawn them
 
;Set Point Of Interest: Apply a POI icon to the object.
 
;Clear Points Of Interest: Remove any POIs that have been set.
 
  
 +
 +
== Outputs ==
 
{| class="wikitable" style="width: 60%;"
 
{| class="wikitable" style="width: 60%;"
!'''OUTPUTS'''
+
!colspan="3"|'''OUTPUTS'''
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|-
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| ||'''On Revived'''||When a player is revived by a teammate, send a signal. The revived player is the activator.
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|-
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| ||'''On Incapacitated'''||When a player is incapacitated, send a signal. The incapacitated player is the activator.
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|-
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| ||'''On Player Spawned'''||When a player spawns, send a signal. The spawned player is the activator.
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|-
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| ||'''On Killed'''||When a player is killed, send a signal. The activator, victim or killer, is specified in the output's properties.
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|-
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| ||'''On Hurt'''||When a player is hurt, send a signal. The activator, victim or attacker, is specified in the output's properties.
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|-
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| ||'''On Killed a Demon Player'''||When a player kills a demon player, send a signal. The player that killed the demon player is the activator.
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|-
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| ||'''On Killed an AI'''||When a player kills an AI, send a signal. The player is the activator.
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|-
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| ||'''On Player Score Reached'''||When a player reaches the target score specified in the input's properties, send a signal. The player is the activator.
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|-
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| ||'''On Intensity Changed'''||When the intensity changes, based on how well a player is playing, send a signal. The player whose intensity changed is the activator.
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|-
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| ||'''On Killed Self'''||When a player is killed by a hazard or their own splash damage, send a signal. The player is the activator.
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|-
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| ||'''On Match Joined'''||When a player joins the match, send a signal. The player is the activator.
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|-
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| ||'''On Match Left'''||When a player leaves the match, send a signal. The player is the activator.
 
|}
 
|}
 
;On Revived: When a player is revived by a teammate, send a signal. The revived player is the activator.
 
;On Incapacitated: When a player is incapacitated, send a signal. The incapacitated player is the activator.
 
;On Player Spawned: When a player spawns, send a signal. The spawned player is the activator.
 
;On Killed: When a player is killed, send a signal. The activator, victim or killer, is specified in the output's properties.
 
;On Hurt: When a player is hurt, send a signal. The activator, victim or attacker, is specified in the output's properties.
 
;On Killed a Demon Player: When a player kills a demon player, send a signal. The player that killed the demon player is the activator.
 
;On Killed an AI: When a player kills an AI, send a signal. The player is the activator.
 
;On Player Score Reached: When a player reaches the target score specified in the input's properties, send a signal. The player is the activator.
 
;On Intensity Changed: When the intensity changes, based on how well a player is playing, send a signal. The player whose intensity changed is the activator.
 
;On Killed Self: When a player is killed by a hazard or their own splash damage, send a signal. The player is the activator.
 
;On Match Joined: When a player joins the match, send a signal. The player is the activator.
 
;On Match Left: When a player leaves the match, send a signal. The player is the activator.
 

Revision as of 2016-06-01T11:43:52

Player Proxy

The Player Proxy is used to apply inputs or gather outputs from players in your map.

Inputs

INPUTS
Hurt Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
Kill Player Kill a player. Expects a player as an activator.
Set Modifier Apply a modifier, specified in the input's properties, to a player. Expects a player as an activator. (Note: Changing the player race from Demon to Human while using Set Modifier on player can crash the game. A bug fix is coming in a future update.)
Give Player Score Give the player the score specified in the input's properties. Expects a player as an activator.
Revive Revive an incapacitated player. Expects a player as an activator.
Incapacitate Incapacitate a player. Incapacitated players will die if they are not revived in time. Expects a player as an activator.
Change Race Transform a player into a human or a demon. Expects a player as an activator.
Give Health Give the player the amount of health specified in the input's properties. Expects a player as an activator.
Respawn When the activator is a dead player, this action will respawn them
Set Point Of Interest Apply a POI icon to the object.
Clear Points Of Interest Remove any POIs that have been set.


Outputs

OUTPUTS
On Revived When a player is revived by a teammate, send a signal. The revived player is the activator.
On Incapacitated When a player is incapacitated, send a signal. The incapacitated player is the activator.
On Player Spawned When a player spawns, send a signal. The spawned player is the activator.
On Killed When a player is killed, send a signal. The activator, victim or killer, is specified in the output's properties.
On Hurt When a player is hurt, send a signal. The activator, victim or attacker, is specified in the output's properties.
On Killed a Demon Player When a player kills a demon player, send a signal. The player that killed the demon player is the activator.
On Killed an AI When a player kills an AI, send a signal. The player is the activator.
On Player Score Reached When a player reaches the target score specified in the input's properties, send a signal. The player is the activator.
On Intensity Changed When the intensity changes, based on how well a player is playing, send a signal. The player whose intensity changed is the activator.
On Killed Self When a player is killed by a hazard or their own splash damage, send a signal. The player is the activator.
On Match Joined When a player joins the match, send a signal. The player is the activator.
On Match Left When a player leaves the match, send a signal. The player is the activator.